Well, Kashyyk, that would work...but you'd still have to know where they are. Much better just to work from the deck of an airship. Perhaps we COULD go BLOS (Beyond Line Of Sight), but it wouldn't be worth it since the Spear now functions properly. We are getting +3's to our rolls with wind magic. We need to go on...a roll (BA DUM TSSH) and fix ALL our wind spells to do what they should have. If we can make a new spell/fix Gust of Wind or Cyclone Shield to intercept cannonballs or enemy arrows, we could likely win this war without problems.
Oh, and I just realized---why do we NEED to see them? We can just call down Storm Strike over a large enough area to catch them, which is something that the Wrath spell will allow. Also, it only takes (As I understand it) one mage to call down the Hammer right now. It is only Very Expensive because the spell relies on Storm Strike, which is Very Expensive.
Speaking of revamping them, stockpiling ideas for designs in the upcoming turns:
Directed Fury (See what I did there?)
By harnessing the winds that are now always swirling around our armies, this spell, which requires the concentration of one or more mages to maintain, deflects enemy arrows and cannonballs, whilst leaving ours unaffected. By manipulating the patterns and swirls in the storm's own winds, a mage or group of mages can feel the difference between the smooth slice of an adamantine arrowhead, the fast travel of a ballista bolt, the irregular movement of a liquid-filled Firestorm Shell, and the disruptive trajectory of a spinning cannonball. Using the differences in feelings, the storm responds to the desires of the mage, and will alter the paths of any objects that enter the storm, be they people, arrows, or cannonballs. Cannonballs are usually pushed into the ground, sometimes even within the Arstotzkan lines of battle themselves. Arrows or other objects are tossed into the storm, usually never to be seen again, though testing has shown that an occasional stray arrow or
Arstotzkan fiend large object can go slamming back into the battle lines of one side or the other.
If we sink next turn's design into the Academy, I'd be up for trying a revision to make our ships stronger. Perhaps enchantments that allow a mage controlling the ship to control the wind? With bonus points for harnessing winds from the storms we'll be summoning? But we NEED to call down the Wrath. This war has gone on long enough, and I think it's time to just go straight-out OP. Because eS's job NEEDS to be harder, y'know? Call down thunder (WHICH CAN BE DONE FROM OUR SHIPS!!!!) and then make our ships faster/generally better, and we'll be set. We can probably take back all the ground we've lost in ONE TURN by fusing their brand-new and probably delicate breechloading pieces of crap.
Well CRAP, you guys. I just spent all that time typing this out, and there's 6 replies and everybody I wanted to convince is already convinced. Ah well.
(0)Cannon of Allah -
(0)Passive Antichronic Reverbramancy -
(3)Wrath of Allah - NUKE9.13, Kashyyk, Madman198237
(0)Heat from Hell -
(0)Propulsion Tube -